CParticleCollection::GetControlPointTransformAtTime
0x00bccc30 · 214 bytes · __thiscall
_ZN19CParticleCollection30GetControlPointTransformAtTimeEifP11matrix3x4_t
Decompiled
undefined (4 params)
/* CParticleCollection::GetControlPointTransformAtTime(int, float, matrix3x4_t*) */
void __thiscall
CParticleCollection::GetControlPointTransformAtTime
(CParticleCollection *this,int param_1,float param_2,matrix3x4_t *param_3)
{
uint uVar1;
uint uVar2;
undefined4 uVar3;
int iVar4;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
GetControlPointAtTime(this,param_1,param_2,(Vector *)&local_1c);
iVar4 = *(int *)(this + 100) + -1;
if (param_1 < *(int *)(this + 100) + -1) {
iVar4 = param_1;
}
iVar4 = iVar4 * 0x5c + *(int *)(this + 0x68);
uVar1 = *(uint *)(iVar4 + 0x34);
uVar2 = *(uint *)(iVar4 + 0x38);
uVar3 = *(undefined4 *)(iVar4 + 0x18);
*(uint *)(param_3 + 4) = *(uint *)(iVar4 + 0x30) ^ 0x80000000;
*(undefined4 *)param_3 = uVar3;
*(undefined4 *)(param_3 + 8) = *(undefined4 *)(iVar4 + 0x24);
*(undefined4 *)(param_3 + 0xc) = local_1c;
uVar3 = *(undefined4 *)(iVar4 + 0x1c);
*(uint *)(param_3 + 0x14) = uVar1 ^ 0x80000000;
*(undefined4 *)(param_3 + 0x10) = uVar3;
*(undefined4 *)(param_3 + 0x18) = *(undefined4 *)(iVar4 + 0x28);
*(undefined4 *)(param_3 + 0x1c) = local_18;
uVar3 = *(undefined4 *)(iVar4 + 0x20);
*(uint *)(param_3 + 0x24) = uVar2 ^ 0x80000000;
*(undefined4 *)(param_3 + 0x20) = uVar3;
*(undefined4 *)(param_3 + 0x28) = *(undefined4 *)(iVar4 + 0x2c);
*(undefined4 *)(param_3 + 0x2c) = local_14;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.